// Create tank turret DL.
glNewList(ImageOffset + gTANKTURRETDL, GL_COMPILE);
N = (Shape[37] - Shape[39]).cross(Shape[38] - Shape[39]).unit();
glNormal3d(N.x, N.y, N.z);
glBegin(GL_TRIANGLE_STRIP);
glVertex3d(Shape[38].x, Shape[38].y, Shape[38].z);
glVertex3d(Shape[39].x, Shape[39].y, Shape[39].z);
glVertex3d(Shape[37].x, Shape[37].y, Shape[37].z);
glVertex3d(Shape[40].x, Shape[40].y, Shape[40].z);
glVertex3d(Shape[36].x, Shape[36].y, Shape[36].z);
glVertex3d(Shape[41].x, Shape[41].y, Shape[41].z);
glEnd();
N = (Shape[28] - Shape[37]).cross(Shape[29] - Shape[37]).unit();
glNormal3d(N.x, N.y, N.z);
glBegin(GL_TRIANGLE_STRIP);
glVertex3d(Shape[29].x, Shape[29].y, Shape[29].z);
glVertex3d(Shape[37].x, Shape[37].y, Shape[37].z);
glVertex3d(Shape[28].x, Shape[28].y, Shape[28].z);
glVertex3d(Shape[36].x, Shape[36].y, Shape[36].z);
glEnd();
N = (Shape[29] - Shape[38]).cross(Shape[30] - Shape[38]).unit();
glNormal3d(N.x, N.y, N.z);
glBegin(GL_TRIANGLE_STRIP);
glVertex3d(Shape[30].x, Shape[30].y, Shape[30].z);
glVertex3d(Shape[38].x, Shape[38].y, Shape[38].z);
glVertex3d(Shape[29].x, Shape[29].y, Shape[29].z);
glVertex3d(Shape[37].x, Shape[37].y, Shape[37].z);
glEnd();
N = (Shape[38] - Shape[32]).cross(Shape[31] - Shape[32]).unit();
glNormal3d(N.x, N.y, N.z);
glBegin(GL_TRIANGLE_STRIP);
glVertex3d(Shape[31].x, Shape[31].y, Shape[31].z);
glVertex3d(Shape[32].x, Shape[32].y, Shape[32].z);
glVertex3d(Shape[38].x, Shape[38].y, Shape[38].z);
glVertex3d(Shape[39].x, Shape[39].y, Shape[39].z);
glEnd();
N = (Shape[40] - Shape[33]).cross(Shape[39] - Shape[33]).unit();
glNormal3d(N.x, N.y, N.z);
glBegin(GL_TRIANGLE_STRIP);
glVertex3d(Shape[39].x, Shape[39].y, Shape[39].z);
glVertex3d(Shape[33].x, Shape[33].y, Shape[33].z);
glVertex3d(Shape[40].x, Shape[40].y, Shape[40].z);
glVertex3d(Shape[34].x, Shape[34].y, Shape[34].z);
glEnd();
N = (Shape[41] - Shape[34]).cross(Shape[40] - Shape[34]).unit();
glNormal3d(N.x, N.y, N.z);
glBegin(GL_TRIANGLE_STRIP);
glVertex3d(Shape[40].x, Shape[40].y, Shape[40].z);
glVertex3d(Shape[34].x, Shape[34].y, Shape[34].z);
glVertex3d(Shape[41].x, Shape[41].y, Shape[41].z);
glVertex3d(Shape[35].x, Shape[35].y, Shape[35].z);
glEnd();
N = (Shape[28] - Shape[41]).cross(Shape[36] - Shape[41]).unit();
glNormal3d(N.x, N.y, N.z);
glBegin(GL_TRIANGLE_STRIP);
glVertex3d(Shape[36].x, Shape[36].y, Shape[36].z);
glVertex3d(Shape[41].x, Shape[41].y, Shape[41].z);
glVertex3d(Shape[28].x, Shape[28].y, Shape[28].z);
glVertex3d(Shape[35].x, Shape[35].y, Shape[35].z);
glEnd();
glBegin(GL_TRIANGLES);
N = (Shape[38] - Shape[31]).cross(Shape[30] - Shape[31]).unit();
glNormal3d(N.x, N.y, N.z);
glVertex3d(Shape[30].x, Shape[30].y, Shape[30].z);
glVertex3d(Shape[31].x, Shape[31].y, Shape[31].z);
glVertex3d(Shape[38].x, Shape[38].y, Shape[38].z);
N = (Shape[39] - Shape[33]).cross(Shape[32] - Shape[33]).unit();
glNormal3d(N.x, N.y, N.z);
glVertex3d(Shape[32].x, Shape[32].y, Shape[32].z);
glVertex3d(Shape[33].x, Shape[33].y, Shape[33].z);
glVertex3d(Shape[39].x, Shape[39].y, Shape[39].z);
glEnd();
N = (Shape[45] - Shape[43]).cross(Shape[42] - Shape[43]).unit();
glNormal3d(N.x, N.y, N.z);
glBegin(GL_TRIANGLE_STRIP);
glVertex3d(Shape[42].x, Shape[42].y, Shape[42].z);
glVertex3d(Shape[43].x, Shape[43].y, Shape[43].z);
glVertex3d(Shape[45].x, Shape[45].y, Shape[45].z);
glVertex3d(Shape[44].x, Shape[44].y, Shape[44].z);
glEnd();
glBegin(GL_TRIANGLE_STRIP);
glNormal3d(-1, 0, 0);
glVertex3d(Shape[46].x, Shape[46].y, Shape[46].z);
glVertex3d(Shape[47].x, Shape[47].y, Shape[47].z);
glNormal3d(0, 0, 1);
glVertex3d(Shape[51].x, Shape[51].y, Shape[51].z);
glVertex3d(Shape[48].x, Shape[48].y, Shape[48].z);
glNormal3d(1, 0, 0);
glVertex3d(Shape[50].x, Shape[50].y, Shape[50].z);
glVertex3d(Shape[49].x, Shape[49].y, Shape[49].z);
glEnd();
glEndList();